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DarkBASIC Professional Discussion / DarkBasic Pro - A year later

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AtomR
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Posted: 1st Sep 2003 12:53 Edited at: 1st Sep 2003 13:40
Hi, guys.
I am still using DBv1 to finish my "project" and now that the time aproaches where I will *finally* start using DBPro, a couple of doubts crept into my mind. As far as I remember, it's been well over a year since DBP has been released and there are still upgrades constantly coming out. So my questions are:

1. Are those updates trying to improve/update the language as a whole or are they still bug fixing things that make DBPro unstable. I ask this because of what I read in MATEDIT's site.
Quote: "Having recently found out that some of the stuff I need fixing in DBP won't be done until patch 7 or 8 and at the time of writing this we are approximately a month off patch 5, I thought that a MatEdit Pro re-write in DBP would be at least 6 to 9 months off - possibly longer."

What exactly is still wrong with Darkbasic Pro?

2. Would you advise me to stick to DB for now or is it a good time to start learning the more advanced features of DBP?

3. What about the DBO format? Was it already implemented? Is it working?

4. RE: Polygon collision! Is there any option where DBP handles collision alone (Like in Blitz Basic 3D) or is collision still primarilly programed by the user.

I'd really appreciate it if you answered me my doubts cause they are driving me nuts.

Take care
Ricardo Mota

P.S. I hope this is not O.T. because I didn't know where I should have posted this other then the DBP forum.

Take care
AtomR
Richard Davey
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Posted: 1st Sep 2003 13:06
Quote: "it's been well over a year since DBP has been released and there are still upgrades constantly coming out."


Upgrades will always come out, for the duration of the lifes product (or the introduction of a new one, which won't be happening anytime soon).

They are and always have been a combination of enhancements and fixes. To get more specific than that just read the Upgrade pages.

Cheers,

Rich

"Gentlemen, we have short-circuited the Universe!"
Van B
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Posted: 1st Sep 2003 13:17
With no disrespect to TDK-Man, he hasn't used DBPro enough to get used to the 'bugs' and find workarounds. There is a different approach to DBPro programming that takes a little bit of learning, but it does make you a better and tidier programmer.

DeadGlory managed with matrices in TML, so I'd take a look at that before worrying about what it says on the Matedit site. I'm currently working on my second DBPro game, and my fourth DBPro application. If you ask me, go for it - get DBPro and get started. I seriously cannot think of a bug that is stopping me completing any of my current or planned projects. Of course there's things I'd like to see implimented in DBPro, but we just gotta be patient.


Van-B

My cats breath smells of cat food.
Shadow Robert
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Posted: 2nd Sep 2003 07:48
1. Checkout the bugs forum for your answer ... but i'd leave most of MatEdits problems upto an inexperienced programmer, or atleast an impassionate one.

2. Even with the current bugs, which quite frankly in 1.05 there are very very few core problems and most are down to not understanding commands properly now, DBP has one HECK of alot of speed over DB. Also it is far far simpler to program with using all of the enhancements like Structured Types (UDTs)

3. DBO is implimented, however not in a final state and not to the degree where we can create plugins for our favourite 3D Packages... although i hear claims from the team that DBO should be a stable format by Update6 with a proper SDK for it, i have a feeling that this is more hopeful optimism rather than within the .plan for the product. To be honest i don't think Mike nor Lee can truely agree on a format setup and have been sidestepping the issue for almost 6months now.

4. DB had true polygon collision, but it was slow as heck. From what i understand DBPs collision is based on simple geometry ... but to be honest i don't think this'll matter in 2-3months time when update6 is released.


my honest opinion is download the 90day demo released for the competition and give DBP 1.05 a REAL trial - if at the end of the 3months you think it isn't for you then fair enough.
But somehow i think after trying it for a while you'll fall in love with it just as much as many did with DB Pre-1.08 stability

TDK_Man
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Posted: 2nd Sep 2003 09:10 Edited at: 2nd Sep 2003 10:08
Quote: "Checkout the bugs forum for your answer ... but i'd leave most of MatEdits problems upto an inexperienced programmer, or atleast an impassionate one"


Here we have yet another example of Raven making statements before he has put his brain in gear.

Who the hell are you to pass comments on my programming experience or my motives for saying what I said?

What programs have you written exactly so I can have a look at them and belittle your work. I realy can't understand your petty, pompous and pathetic attitude. There are youngsters in their teens on these forums I would rather take advice from than you.

I have always said when asked, that DBPro is not yet fully finished and that whether it was good enough for any given project was down to the individual project. I too have always said "download the demo and see if it works for you".

At the time of writing the above quoted paragraph, as it clearly states, patch 5 had not been released. Prior to patch 5 there was no Save Bitmap and no Save Image and I was informed by Lee that Save Bitmap would not be implemented until patch 7 or 8. He didn't say "but from U5 you will have Save Image". Why should I have to use a DLL just to save an image?

I don't believe in writing work-arounds or kludges that will have to be undone when the finished version of DBPro comes out - to me that's a waste of time. I'd much rather wait for the finished version and use DBP for tasks that it does work for. I'm in no hurry.

The quote on my website says nothing about other projects not working - just that it wasn't suitable for what I wanted to do yet.

How does that make me inexperienced or impassionate?

So, enough of all your crap, let's see what you've done for the DB community apart from explaining in painstaking detail how much better you are than all of us.

Put up or shut up!

TDK

MatEdit Pro Info & Progress Reports: http://www.matedit.com
indi
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Posted: 2nd Sep 2003 10:01
that is considered a flame raven.

I think your way out of line to suggest TDK is what you imagine.

Im sorry to say but inuendo like this about users is negative and pointless.

You have lost one of your 3 strikes raven, care to go for two?

http://www.lunarpixel.com
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Dreamora
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Posted: 2nd Sep 2003 10:20
Raven you can't use structures for UDTs due to the lack of real pointers.

*I've tried to program my own data structures like binary tree, fibonacci heap and so ... no change until the implement real pointers *
DMXtra
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Posted: 2nd Sep 2003 13:17
Well not flaming here, just making some points...

1) When is anything ever finished? DBPro when its at 5.0 or 10.0 will not be finished because its the software that is improved over time. So if you are looking for anything to be finished, then you are wasting your time that could be spend programming.

2) DBPro does have save image in Upgrade 5 and if you had to do one line to pull out the DLL to do save image then whats the problem, its not like you had to code that part from scratch.

Lee is going to be working on UDT's more in the near future, so don't fret. Its all a part of one person fixing bugs and the other person adding in features and debugging them. They both are extremly busy and things will improve in the language.

However, everyone wants everything now and some people are just too spoiled.

Dark Basic Pro - The Bedroom Coder's Language of choice for the 21st Century.
IanM
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Posted: 2nd Sep 2003 15:18
DreamFlower, you can implement trees/linked lists/queues/heaps etc very easily in DBPro by using arrays. After all, what is an array index but a pointer to an array item?
empty
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Posted: 2nd Sep 2003 15:29
Quote: "What programs have you written exactly so I can have a look at them [...]"

As far as I can see... erm... exactly none. Although he announced around 5427 releases during the last months.

I awoke in a fever. The bedclothes were all soaked in sweat.
She said "You've been having a nightmare and it's not over yet"
AtomR
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Posted: 2nd Sep 2003 17:50
Hey, ppl let's not start a war here please. Sorry, TDK_Man, I shouldn't have put that quote there.

I already have DBPro for more than a year but I decided I was going to finish my DB project first. I just needed to know if I could already start using it for my next projects. I agree with TDK_Man when he says he doesn't like using workarounds to problems . I don't like it either because they will eventually have to be undone. Thanks guys for all the replies.

Take care
AtomR
Van B
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Posted: 2nd Sep 2003 18:20
Some would call having to make your own bitmap saving routine an irritating workaround of a missing feature.

Some would call being able to save an image a LUXURY!!!

I don't think DBPro is as geared up for applications as it could be, TDK-Man is primarily an apps programmer, wherea's Raven... well not gonna say anything 'cos I don't know, but most people making games will never need to save a bitmap.

If any of the DBS team read this, gonna wanna fix that 'bitmaps can't be bigger than the screen' problem before TDK finds it .


Van-B

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haggisman
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Posted: 2nd Sep 2003 18:53
bitmaps can't be bigger than the screen?
Van B
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Posted: 2nd Sep 2003 19:03
Ahhh, sorry, bitmaps can be bigger than the screen.


You can't grab images bigger than the screen area though, which is not good for apps like Matedit that need GET IMAGE to grab massive images for matrices.

What would be cool is the ability to convert between an image and a bitmap, that'd save having to GET anything.


Van-B

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haggisman
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Posted: 2nd Sep 2003 19:07
I'd guess you could use memblocks for the task? Though we would all rather just get new commands than making work arounds.
The Wendigo
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Posted: 2nd Sep 2003 20:42
I'm back! My idea (as always) with stuff like matrix information is simply to use some kind of memory buffer to store all my data. Things such as land matricese I only use to reflect the data. So use a REAL matrix -



The downside is, yeah, you probably would have to convert to a memblock unless you wrote a function to take care of bitmaps yourself (which I don't believe is all that difficult for 16, 24, and 32 bit bitmaps..... heck even for 8 bit. Just have to get past the header.

I'm at school right now in a C++ class and thus (even though I seem to know everything they've taught so far) my brain is slow now, thus I'm sorry if im not making sence

(On top of that, me and my gf found that I have about a 5 second rememberance span... TEST ME!)

Current Projects: Game Spawn 85%, mini BSP maker 50%, Height Mapper with many features 75%, Space Tactical (Like BC300AD) 15%.
TDK_Man
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Posted: 3rd Sep 2003 01:15
DMXtra

I agree entirely, so I don't consider your post a flame!

Quote: "When is anything ever finished? DBPro when its at 5.0 or 10.0 will not be finished because its the software that is improved over time. So if you are looking for anything to be finished, then you are wasting your time that could be spend programming. "


Yes I agree. My point was simply that what I needed for my project wasn't yet available. Given time it will be.

Quote: "DBPro does have save image in Upgrade 5 and if you had to do one line to pull out the DLL to do save image then whats the problem, its not like you had to code that part from scratch."


Yes I know - like I said, at the time I wrote the paragraph on the web site, it wasn't known. Save Image was a surprise to me! A nice one too...

With regards to the DLL, I also agree on that point too - had it not been for the fact that the saving of images was just one thing on a very long list of things that wouldn't work.

Van-B is completely correct when he says two things:

Firstly that I write apps - not games so I demand a different working set of commands (with 'working' being the operative word here) than say a games programmer. DBP is a games programming language so Lee and the team have a priority to get the games-oriented commands and bugs fixed first. I have no beef about that.

Secondly, I haven't use DBPro as much yet - for exactly the above reason. Too much stuff I need (and admittedly most other users don't) just isn't working correctly.

As I keep repeating, I've not demanded that my things be fixed now or slagged DBPro off - I merely stated why I had decided to stick with DBC for my current project with the intention of porting it to DBP when it was ready. Which it will.

UDT's (if you need them) and super fast speed may be all well and good, but if your project won't even compile but throws up an error on a line with nothing more than a Rem'ed line - and still won't after you've spent three hours trying to find out why, then why waste more time.

In some eyes that makes me inexperienced or impassionate. To me that's just common sense.

TDK

MatEdit Pro Info & Progress Reports: http://www.matedit.com
Shadow Robert
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Posted: 3rd Sep 2003 02:56
fine take whatever i said as a flame it wasn't ment as one but whatever ...

the fact of the matter is after patch 1.02 there were no more bugs in the core data types or in particular floats, so i don't see why anything would stop and experienced programmer from completing thier application.

after 1.03 the mouse operatives were also fixxed allowing us to stop the incrementive workarounds for everything except the scrollwheel which you still need the work around for.

Save Bitmap & Save Image, shouldn't matter ... as they will only export a single format of image anyway and personally i would consider them a luxury.

Simply because writing export code isn't exactly the most complex operation of development and i've personally posted several instances for saving jpeg, bmp & pcx within this forum.

if someone chooses to use them or not that is upto them, and i'm not the only person to have done this IanM has also posted several and GuyS has released a DLL for saving Images & Bitmaps.

Maybe these aren't PART OF the language itself, but a dedicated programmer wouldn't let something as trivial as image exporting stand in thier way to complete a product.
Even menu systems no longer are really an excuse thanks to Robert Knights Blue Plugin ... and that was completed a few months back.

Even then to be honest an experienced programmer even if they only knew DBP could've used Windows own DLL systems to call the nescesary functions and such to produce the results they wanted.
And if you don't know about something the forums are here for you to ask if something is possible or howto go about something, and there are quite a few people who are willing to explain these things to you.

as for UDTs, although you can't yet use the pointer system to get the individual data points ... and there is still the lack of the arrayed Stuctured Types (which would also be a nice feature)
really it doesn't matter does it, if you think about it you can still label your types a,b,c,d,etc... which means that you can always have a standard system for your types allowing you to get data for each regardless of a pointer.

alternatively you could do what myself and Ian have already shown users to do and create your own forms of UDTs using the memory commands.

however you can still use the pointer system to create one UDT data set from another

myUDTa = *myUDTb ... would transfer the UDT data as all the UDTs are, are sections of reserved ram.

-- -- --

if you find a bug in the program then report it, but there really is never a time when a programmer should say "i will wait for the next patch to achieve what i want"

this attitude has driven me crazy about the Free-Flight Controls, personally i'm not sure i understand what people think is wrong with them because they work fine for me ... not identical to DarkBASIC but that might have something to do with swapped axis controls
but then that doesn't stop people from cracking open a physics book and developing thier own free-flight now does it?

if the standard operators don't work properly and the standard types don't work (like double floats & intergers in dbp 1.02- ) then obviously i can understand someone saying they'll wait for a patch. If however it is one of the luxury items which it would be nice if they worked but if they don't then really you guys are comming from DB which doesn't have these things in the first place ... so why exactly is the problem?

a programmer will always strive to work thier way to develop around any obsticle, this is what will seperate a good programmer from a normal programmer ... they have that want to complete something and the determination to finish it no matter what it takes.

imho if your going to throw your arms up in the air and say "its impossible" simply because the language doesn't have a command for what your willing to achieve then you are either inexperienced enough to continue otherwise, or you just don't care enough to want to make it work and learn the skills you need.

-- -- --

if thats some form of slander then fine no doubt this is my strike2, but to me there is nothing shameful in not having experience to achieve something ... the only shameful thing would be to give up without even trying to find another solution.

i don't mean any malcontent here, nor am i trying to be slanderous. This is just what i think. There's no point in sitting there crying because you can't achieve something, the only way you'll ever learn is to either ask someone what to do next to try to figure it out on your own. Eitherway giving up should never be an option should it?

Rob K
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Posted: 3rd Sep 2003 03:13
DBP has finally seen some commercial releases

DBP is more feature packed than ever, and much more stable.

However, DBP is still buggy (see the Bug Reports forum!), I really hope that Lee spends a month or two carefully designing the language from scratch if TGC produce a 3rd gen. language 2 or 3 years down the line.

empty
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Posted: 3rd Sep 2003 14:34
The question whether it's possible or not is completely irrelevant as there's always a sort of work-around. The question is, is it worth the effort and time to create work-arounds that might be redundant with the next patch.


Quote: "i've personally posted several instances for saving jpeg, bmp & pcx within this forum."

Where? Especially I'd like to see the code for saving jpegs.

I awoke in a fever. The bedclothes were all soaked in sweat.
She said "You've been having a nightmare and it's not over yet"
AtomR
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Posted: 3rd Sep 2003 14:40 Edited at: 3rd Sep 2003 14:42
IMO, Raven, you draw way too many assumption simply from the fact that some of us are not willing to work on workarounds when something doesn't work as we want. It's true that good programmers will eventually work around every/most bumps in the road, but we choose our programing language based on its features so I don't see why I/we have to work around somthing that should work. I've done so *often* in the past with DBv1 but in the end I still consider it a bit of a waste of time because it's been announced as a feature of the language.
If you are using DB or DBP then you aswell aren't willing to work on your games/apps from scratch otherwise you'd be using c++ coz that would give you 100% control of how your game turns out. But like ALL of us here, you are eager to dedicate your time making games. Is that the simple way out? Yes. Should we assume that you aren't as good a programmer as you should/could be? Of course not. And neither should you.
I have a full time job while still studying to get my degree on computer engeneering. I like to go out, and watching TV and playing the millions of computer games that come out every day. There aren't enough hours in the day, enough days in the month to do everything I want so the last thing I want is to work around bugs in a computer language. If that means that I have to wait for DBP to be working perfectly so be it. Because I still have DBv1 that is as complete as I want DBP to get and is still an amazing computer language IMO.

Pardon the rant and I hope no one sees this as a flame to anyone.

Take care
AtomR
ChipOne
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Posted: 3rd Sep 2003 21:22
Quote: "I really hope that Lee spends a month or two carefully designing the language from scratch if TGC produce a 3rd gen. language 2 or 3 years down the line"


here, here. i say toss backwards compatibility too...but then, i'm wayyyy off topic.

...and yes, i'm back from the dead.

-= i only do what my rice krispies tell me to do =-
IanM
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Posted: 3rd Sep 2003 21:23
... Hey, I think I remember you from somewhere ...
Rob K
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Posted: 3rd Sep 2003 22:08
Raven,

You seem to be missing a fairly important point in the above post. DarkBASIC Pro, you have to remember, was written to make creating applications and games easy. You are suggesting that users write a lot of low-level stuff themselves, which rather defeats the point.

Take BGUI for example, I wrote that plugin to make GUI creation easy. It is perfectly possible to do everything that plugin does using CALL DLL() and the Windows commands, but it would be one hell of a task - and not exactly something you would want to do as a hobby.

MatEdit is an extremely useful application, I'd love to see a DBP version, and I look forward to seeing it once TDK_Man feels that he can write it using DBP.

@TDK_Man

If there are certain features which you really need, if you badger Lee often enough, you'll get results.

Shadow Robert
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Posted: 4th Sep 2003 06:46
firstly ... AtomR i use DBPro simply because it can take me upward of 2weeks to develop a skeleton engine to use in DirectX and C++, that said however i've not touched DBpro for anything more than small tech demos in almost 4months.

i'm more around the forums to help out rather than actively use DBPro much - especially when it comes to some of the more advanced pro features and needs which do require someone who knows what the heck they're doing rather than a newbie fumbling around wondering what does what.

-- -- --

as for Blue, Rob you TPC plugin isn't the same as using the Call DLL() - although the end result is similar, if you use the Call DLL which infact alot of users were doing for stuff like this even back in DarkBASIC - it is however alot slower.

I'm not saying that using a function if/when it is available is a bad thing, if it faster at the job at hand and simpler to use and less likely to be buggy then by all means ... but what people are saying here is simply because the language doesn't have something built-in they should just give up on what they want.

sure DBP is great for if you want to save some time, but at the end of the day if it is a choice between leaving something to rot and taking an extra few weeks to learn a new skill to achieve what you need - what is more important?

if you think about it even if they released a far better and more stable function to do EXACTLY what you want the day you finished yours, then it wasn't a complete waste of time because you've learnt to do something new and learnt more about the language your working with which in the long run will help you and that attitude will take you far further in life than someone who just believes because they don't have the exact tool they need should just leave it and let it be.

-- -- --

if the function is there and SHOULD be working, then oki i can understand you people wanting to put your proggies on hiatas to wait for something that SHOULD be useable ... but if it isn't then what the heck do you expect to happen, the magic coding fairy to put the answer under your pillow.

think about it there's like over 4,000 programmers on this forum ... and only ONE Lee - why don't ya'll give the guy a break for once with all of these stupid requests for things in the language simply because you a)want it for FREE or b)don't feel that wasting a week of your own freetime which isn't worth getting that function you need.

i mean i'm bugged all the flipping time by people asking me howto do stupid things, like howto rotate one object aorund another, how can i access the backbuffer, how do i make a character jump, etc...

all of these things they EXPECT within the language, and sorry but DarkBASIC Professional is STILL a PROGRAMMING LANGUAGE.
The aim is to actually PROGRAM your OWN titles ... it is aimed more towards GAMES than applications, but at the end of the day really all that DarkBASIC needs to be is a GAMEING ENGINE.

Nothing more nothing less... if you need a drag'n'drop language to create your applications then there are plenty out there.
Okay you might be using DBpro to save time, but at the end of the day you still have to be willing to actually PROGRAM your work.

-- -- --

Sorry but this is the point in a programming language, if you need a language which does everything for you then really you don't need a programming language ... you need a programmer!

Rob K
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Posted: 4th Sep 2003 14:15
Quote: "as for Blue, Rob you TPC plugin isn't the same as using the Call DLL() - although the end result is similar, if you use the Call DLL which infact alot of users were doing for stuff like this even back in DarkBASIC - it is however alot slower."


Not quite. The early versions of the BGUI DLL was operated using CALL DLL, and it was just as fast as the present TPC implementation. Contrary to what you might expect, TPC commands are called dynamically, just like CALL DLL. Yes, there is likely to be a small speed increase because with CALL DLL you have to go through another function, but compared to the other tasks the application had to undertake, these are minimal indeed.

Shadow Robert
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Posted: 4th Sep 2003 18:33
but the fact of the DLL parking still remains ... which can be alot slower due to the memory allocation needed.
that and the fact you can only call 32 dlls at once - which can get very cumbersome.

And the fact that DBPro doesn't have the same level of language that Pascal & C/C++ do.
I mean just try declaring a Memory Structured Type efficiently within DBPro ... i mean i've got some of them working, but not well and pro's speed at it and C++'s are totally different.
The actual accessing is the same but the actual setting up is the major difference.

And the pointer system really isn't good enough yet for certain operations, for example taking your UDT of a Structured Type and pointing it to the function. Instead you have create memory spaces for it, which DarkBASIC Standard just can't do fullstop - which prevents actual internal use of some areas of the WinAPI.

IanM
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Posted: 4th Sep 2003 22:18
Not up-to-date with my array plugin?
dark puppus
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Posted: 5th Sep 2003 02:38
AtomR says in the first post
Quote: "
What exactly is still wrong with Darkbasic Pro?
"


My idea is:
DBP have lots of problems, and more you go deeper in game programming more you have to do workaround. I've found some problems with rotation, but probably i can't consider anything a bug of the program.

The solution :
A new version of dbpro, with a total revolution, hazardous, but needed, with more clear helps and guide references.

DB and DBP are great for those who approach in the game programming, but like me and many others, we wish it become an advanced gamemaker program, to satisfy our need of programming, playing again and again etc...
Shadow Robert
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Posted: 5th Sep 2003 06:01
not seen your new array dll yet.

DMXtra
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Posted: 5th Sep 2003 13:25
Quote: "DB and DBP are great for those who approach in the game programming, but like me and many others, we wish it become an advanced gamemaker program, to satisfy our need of programming, playing again and again etc... "


I got one word for you. Patience. Upgrade 6 should rock and upgrade 7 should really rock for this. Just hang in there, lots of goodies coming. The next 2 upgades will be nice

Dark Basic Pro - The Bedroom Coder's Language of choice for the 21st Century.
Rob K
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Location: Surrey, United Kingdom
Posted: 5th Sep 2003 17:07 Edited at: 5th Sep 2003 17:08
Quote: "but the fact of the DLL parking still remains ... which can be alot slower due to the memory allocation needed.
that and the fact you can only call 32 dlls at once - which can get very cumbersome"


Whatever the theory may be, in practice there is no speed difference between CALL DLL and using TPC DLLs in my experience , if there is any, it certainly wouldn't affect any plugins which have an awful lot of other calculations to do. As IanM has stated, the DLL count total is actually 255. I seriously doubt that even if the limitation were 10, it wouldn't be annoying.

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